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Movement Abilities (Final Fantasy Tactics): Misc

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Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Movement Abilities in Final Fantasy Tactics are learnt via Job Points. Each character can only equip one Movement ability. Movement abilities allow characters to move across battle fields much easier than they would usually be able to without them, whilst some give positive effects simply by moving.

Support Ability List

Name Description JP Cost Job
Move +1 Increase movement range by 1. 200 Squire
Treasure Hunter Find any hidden items at your destination. 100 Chemist
Jump +1 Increase jump elevation by 1. 200 Archer
Lifefront Recover HP as you move. 300 Monk
Move +2 Increase movement range by 2. 520 Thief
Jump +2 Increase jump elevation by 2. 480
Ignore Weather Walk easily over swamps, marshes, poison marshes, regardless of climate. 200 Mystic
Manafront Recover MP as you move. 350
Teleport Distort time, moving immediately to your destination. Moving too far will end in failure. 600 Time Mage
Levitate Float 1h over land. 540
Ignore Terrain Walk easily over waterlands like rivers. 220 Geomancer
Lava Walking Move and stop over rocks. 150
Ignore Elevation Jump to any height regardless of jumping ability. 700 Dragoon
Swim Move or stop over the surface of the water. 300 Samurai
Waterwalking Move or stop on water. 420 Ninja
Accrue EXP Gain EXP as you move. 400 Arithmetician
Accrue JP Gain JP as you move. 360
Fly Leap over enemies and obstacles. 1200 Dancer
Bard
Jump +3 Increase jump elevation by 3. 1000 Dancer
Dark Knight
Move+3 Increase movement range by 3. 1000 Bard
Dark Knight
Master Teleportation Distort time, moving immediately to your destination. No chance of failure. N/A Ark Knight
High Seraph
Arch Seraph
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This article uses material from the "Movement Abilities (Final Fantasy Tactics)" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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